float4x4 World;
float4x4 View;
float4x4 Projection;

// TODO: add effect parameters here.

struct VertexShaderInput
{
    float4 Position : POSITION0;

    // TODO: add input channels such as texture
    // coordinates and vertex colors here.
};


float4 PixelShaderFunction(float4 color : COLOR0, float2 uv : TEXCOORD0) : COLOR0
{
	//return lerp(color, float4(1,1,1,color.a), float4(uv.y,uv.y, uv.y, color.a));
	//return float4(1, 0, 0, 1);
	return color;
}

technique Technique1
{
    pass Pass1
    {
        PixelShader = compile ps_1_1 PixelShaderFunction();
    }
}
